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TF2/DODS Update January 28, 2009

Discussion in 'Team Fortress 2 Talk' started by Icarus, Jan 28, 2009.

  1. Icarus

    aa Icarus

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    Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

    Team Fortress 2


    Added percentage to UberCharge HUD panel for the Medic

    Added upgrade progress and levels to Engineer HUD panel for all buildings

    Added mp_tournament_allow_non_admin_restart server ConVar to allow server admin to toggle whether non-admin players can issue the mp_tournament_restart ConCommand on the server. Default is 1 (current behavior)

    Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map

    Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map

    Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even

    Fixed Pyro model not animating in the class menu

    Fixed players getting stuck in the "prepare to respawn..." countdown loop

    Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown

    Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit

    Fixed announcer saying "the cart is nearing the checkpoint" after the round has already been won

    Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them

    Fixed server crash when trying to load a map that contains control points with duplicate index values

    Fixed several materials warnings in the console

    Fixed "Cart.Explode" sound script entry using an unknown sound channel

    Marked the cl_bobcycle and cl_bobup ConVars as cheats


    Team Fortress 2 and Day of Defeat: Source

    Fixed clients using reloadresponsesystems, sv_soundemitter_flush, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundscape_printdebuginfo to lag/crash servers


    Source Engine

    Fixed client "timeout on mapchange" problem

    Fixed setinfo exploit

    Marked the r_aspectratio ConVar as a cheat


    Server Browser

    Renamed "Quick List" to "Map List"

    Removed minimum ping filter from Map List

    http://forums.steampowered.com/forums/showthread.php?t=793423
     
    Last edited: Jan 28, 2009
  2. Dox

    Dox L8: Fancy Shmancy Member

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    SWWeeet, a lot of great bug fixes...

    and Shmitz, If you're reading this, I'm expecting a new version of meridian out soon :)
     
  3. PMAvers

    PMAvers L6: Sharp Member

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    I think we all are. :D
     
  4. Altaco

    Altaco L7: Fancy Member

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    Ooh!

    Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map

    Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map

    Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even

    Those look intriguing. Especially the HUD! Meridian can finally work!
     
  5. Shmitz

    aa Shmitz Old Hat

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  6. Nineaxis

    aa Nineaxis Quack Doctor

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    Finally. This is a pretty huge update fixing a ton of problems. Nice to see VALVe fixing the game instead of just releasing new content to break it.
     
  7. dirtyminuth

    dirtyminuth L5: Dapper Member

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    That will come next week ;)

    Oh, this will be fun!
     
    Last edited: Jan 28, 2009
  8. GrimGriz

    GrimGriz L10: Glamorous Member

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    As a person who plays engineer...I always thought that was a feature :angry:
     
  9. GrimGriz

    GrimGriz L10: Glamorous Member

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    Has anyone figured this out yet? Do we need to do somethign special so hammer gets the new stuff?
     
  10. theydidntnameme

    theydidntnameme L1: Registered

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    i am also stumped on this. ive been trying to figure out for hours what the flag is!!
     
  11. Ceiling Man

    Ceiling Man L3: Member

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    About time they fixed the Pyro problem. :U
     
  12. YM

    aa YM LVL100 YM

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    Heres what shmitz said
     
    • Thanks Thanks x 1
  13. theydidntnameme

    theydidntnameme L1: Registered

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    it works! amazing! thanks! is there also an input that goes along with it? so that the hud can be changed on the fly as the situation changes?:wow:
     
  14. YM

    aa YM LVL100 YM

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    nope, shmitz said there was no input for it meaning it can't be changed in the middle of a game.
     
  15. theydidntnameme

    theydidntnameme L1: Registered

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    noooooooooooooooooooooooooooooooooooooooooooooooo:crying:


    i guess it is better then nothing though!:mellow:
     
  16. Randdalf

    aa Randdalf

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    Interesting... so this means Payload TC and other weird and wonderful (PLCTFCP anyone?) gametypes can become possible.
     
  17. GrimGriz

    GrimGriz L10: Glamorous Member

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    now to see if I can find the fgd file, figure out if I can open it, etc :)

    I had 2...sourcesdk/bin/ep1/bin
    and ...sourcesdk/bin/orangebox/bin
     
    Last edited: Jan 29, 2009
  18. theydidntnameme

    theydidntnameme L1: Registered

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    they open in notepad.

    use the one in the orangebox folder. the one in ep1 doesnt even have a tf_gamerules entry.

    this is how i got it to work. there may be a better way

    dont edit the tf.fgd, make a copy of it. i made my copy 'tf2.fgd'. the reason is because everytime i edited the fgd and loaded up hammer, hammer reset the fgd to its default state. even when i made the fgd read only, that was taken off too.

    so open tf2.fgd and copy and paste that part about the hud type in the tf_gamerules block. then save it and load hammer.

    in hammer go to tools>options and where it shows the path of the steam game data file (should be something like $steam/.../.../.../orangebox/bin/tf.fgd) and remove that and click add to add your own 'custom' fgd, the one named tf2.fgd.

    after that the tf_gamerules should have the option for hud type.:thumbup:
     
    • Thanks Thanks x 3
  19. Shmitz

    aa Shmitz Old Hat

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    Yep, I've got it working now. Seeing the hud there nearly brings a tear to my eye. So happy!
     
  20. GrimGriz

    GrimGriz L10: Glamorous Member

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    Can this be stickied as a resource somewhere? I just went searching for it to find it again so that might be a good idear.